/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG                        *
*Copyright (C) 2006, Tony Sparks                                                     *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#include "StdAfx.h"
#include "StateFactory.h"
#include "EntityStates.h"

StateFactory::StateFactory(void)
{
}

StateFactory::~StateFactory(void)
{
}

// our single instance
StateFactory* StateFactory::instance = new StateFactory;

/** Create a state */
State* StateFactory::CreateState( const std::string &s )
{
    if (s == "WALKING")
    {
        return new WalkState;
    } 
    else if ( s== "TALKING")
    {
        return new TalkState;
    }
    else if ( s== "ATTACKING1")
    {
        return new AttackState;
    }
    else if ( s== "ATTACKING2")
    {
        return new AttackState2;
    }
    else if ( s== "ATTACKING3")
    {
        return new AttackState3;
    }
    else if ( s=="IDLE")
    {
        return new IdleState;
    }
    else if( s=="RUNNING")
    {
        
    }
    else if ( s== "GRABBING" )
    {

    } 
    else if ( s == "THROWING" )
    {
        return new ThrowingState;
    }
    else if ( s == "THROWN" )
    {
        return new ThrownState;
    }
    else if ( s== "DYING")
    {
        
    }
    else if ( s== "HIT" )
    {
        return new HitState;
    } 
    else if ( s== "CARRYING" )
    {
        return new CarryingState;
    } 
    else if ( s== "CARRIED" )
    {
        return new CarriedState;
    } 
    //    else if ( s== "CARRYING_IDLE" )
    //{
    //    return new CarryingIdleState;
    //} 

    else if ( s== "CARRYING_WALKING" )
    {
        return new CarryingWalkingState;
    }
    else if ( s== "DEAD")
    {
        return new DeadState;
    } 
    /*--------------------------------------
        Weapon States
    ---------------------------------------*/
    else if ( s == "WP_READY" )
    {
        return new ReadyState;
    }
    else if ( s == "WP_FIRING" )
    {
        return new FiringState;
    }
    else if ( s == "WP_RELOADING" )
    {
        return new ReloadingState;
    }
    return NULL;
}